The Poppytales (Journal Thread)

I think it's a definite improvement over the original. I remember the assets from the first game were blurry and had a lot of artifacts. These are a lot cleaner and better defined.

Thank you. Instead of using the paintbrush feature in Pencyl to create what I and many other call "the crappy MS-Paint-style art",

My process of making TPT's art is time-consuming, but I think it's better than that from PT1-4. I draw the animation frame on paper and outline it in black pen (because I usually have more free time in the evenings to do this sort of thing) so that the outlines are easier to see. After that I grab my iPhone with nearly full storage, take a photo, email it to myself, get the image from the laptop, and crop it to the image I need. I then just do the outlines in black (0,0,0) or very dark grey (32,32,32) pixel-by-pixel, erase the paper background pixel-by-pixel, and then colour it pixel-by-pixel. Going from photo to sprite now takes me about two hours per drawing now, but I can always recolour sprites when I can (for all of those variant characters).

I am curious what mood you're going for, though. From the description of PT1 I was expecting something a lot darker and foreboding, where as your color and style choices suggest a more cartoony and light-hearted atmosphere.

Yes, this is intended to be more cartoony and light-hearted. That was exactly what I was aiming for. This game is a spin-off, not a main series Poppytail game. The art for main series is meant to be more dark and foreboding compared to this one’s art.

I made some animations for the first attack: Poppy Projectile! This is obviously an attack that variations of Poppytail will have such as (but not limited to ) Poppytail, Pink Poppy, Poppy, Wicked Poppytail, and Beachtime Poppytail.

This one I did not have to draw, since I just took off part of Poppytail's tail and just made 16 frames of it spinning.

I'm also hoping to soon start making one of the game's first worlds. I'm saying "one of the first" because the game will give you options of which worlds you want to go to. The first one I'll do will be Easter Island, and this will be themed around Easter Fun. Since I'm doing SLiM sprites, her level will likely be the first I make.

Note: In case I have not already explained, I'm not going to use the random encounter system that I was originally planning to use, but allow players to use the overworld to go to different levels or other areas. Of course, I will add shortcuts between areas so that moving from place to place does not take too long.

Edit: I’m also going to be working on the starter characters while I do this:1) Poppytail (Pixeltail)- In progress2) Easter Bunny (Pixeltail)3) Gremlin Girl (Pixeltail)4) Snarly Dog (Pixeltail)5) Lizard Hunter (Pixeltail)6) Pink Poppy (Pixeltail)- In progress7) Batwingz (Pixeltail)8) Towelwich (Pixeltail)9) Vulcangoat (Pixeltail)10) Nykolas (Pixeltail)11) Nick (The World of Elecreatures)12) Mum (The World of Elecreatures)13) Stu (The World of Elecreatures)14) Pirate (The World of Elecreatures)15) Dizzy (The World of Elecreatures)16) G-G (The World of Elecreatures)17) Pepper18) Lambie (The World of Elecreatures)19) Lamp (The World of Elecreatures)20) Aquadarty (The World of Elecreatures)

« Last Edit: November 11, 2018, 01:04:50 am by NickamonPoppytail »

Upcoming Projects: Poppytail 5, Pixeltail, The Poppytales, A Game About Trimming Hedges: Final Version, One Million, Poppytail 5 2D (maybe)

I have released an "Art Demo" for The Poppytales on GameJolt (because I could not come up with a better name for it).

This will allow you to access everything seen in the two videos from two posts ago: a Poppytail with some finished animations that can move, and three level backgrounds that change when you press enter. That's it. It's a lot easier to see what is being done through the Art Demo than what can be seen on two crappy videos taken on an iPhone.

Note: The original images are the size of a normal laptop screen, so they are scaled down here.

That's a huge download. From the looks of the screenshots you have so far, I bet you can scale the images down and still keep the details.

I wouldn't expect the art demo to be an effective way to promote your game. Considering how hard it is to get people's attention on the internet, I'd do everything possible to minimize the number of steps someone has to take to see what you want them to. Why not upload a video to YouTube instead?

I wouldn't expect the art demo to be an effective way to promote your game. Considering how hard it is to get people's attention on the internet, I'd do everything possible to minimize the number of steps someone has to take to see what you want them to. Why not upload a video to YouTube instead?

The Art Demo was not intended as a way to promote it. I wanted a way to show you all what the game looks like because it’s harder to see from an iPhone camera. I still can’t take screenshots of my games without them being completely black. I also have no idea how to film what’s on the screen. I guess I could set up a YouTube channel, but I do not know how the process works.

Upcoming Projects: Poppytail 5, Pixeltail, The Poppytales, A Game About Trimming Hedges: Final Version, One Million, Poppytail 5 2D (maybe)

The Art Demo was not intended as a way to promote it. I wanted a way to show you all what the game looks like because it’s harder to see from an iPhone camera. I still can’t take screenshots of my games without them being completely black. I also have no idea how to film what’s on the screen. I guess I could set up a YouTube channel, but I do not know how the process works.

Wow, that's a persistent bug! I don't know how to capture video on Windows. I know it can be done. For Linux there's a tool called "recordMyDesktop". Maybe it's available for Win/Mac, too.

I won’t post anything on YouTube for a while because I’m on holidays and accessing Stencyl through mobile data (as I have done many times before). The screenshots may make it a little difficult to illustrate how the game looks as everything that isn’t just a still frame has a frame showing every 40 milliseconds (in this case, just Poppytail and the scratch effect). Video would be a much easier way to show how the game looks.

The Art Demo was not intended as a way to promote it. I wanted a way to show you all what the game looks like because it’s harder to see from an iPhone camera. I still can’t take screenshots of my games without them being completely black. I also have no idea how to film what’s on the screen. I guess I could set up a YouTube channel, but I do not know how the process works.

Wow, that's a persistent bug! I don't know how to capture video on Windows. I know it can be done. For Linux there's a tool called "recordMyDesktop". Maybe it's available for Win/Mac, too.

Some tools is am using:

GifCAM (free): to fast and easy capture a gif from your screen (region or fullscreen)

CamStudio (open source): Captures very well region or fullscreen from your screen

To get the best gif quality try this (too much effort for me but has very good results:Use Fraps to capture the video -> use Vdbub (avi to gif convert) -> use Photoshop or similar to mcrop if needed Maybe this helps.